| Post/Author/DateTime | Post |
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| R.M.G.C.L.F.08-31-05, 10:14 AM | A template here with a negative impact. Deformed creatures are misshapen, ill-wraut and weakened in mind and body. Whether through some scarring accident, curse, or natural mutation, they have an appearance that is repulsive often marked by scars, growths, and other such malformations. Deformed Template This template can be added to any corporeal, living humanoid, monstrous humanoid, giant, animal, beast, or magical beast. Speed: Reduce all speeds by 5ft, to a minimum of 5ft. AC: Reduce natural armor by one. Damage: Reduce the damage die size for one natural attack by one. Special Attacks: The creature gains the special attack Hideous. Hideous(ex): Creatures suffer a -1 morale penalty on attack rolls against the deformed creature due to its revulsive and piteable appearance. Special Qualities: The creature either gains light sensitivity, or loses low-light vision or halves the range of its darkvision (choose one). Light Sensitivity(ex): -1 to attack rolls in a radius of bright light. Abilities:-2str,-2dex,-2con,-2int,-2wis Saves: Deformed creatures suffer a -3 racial penalty to fortitude saves. Skills: -3 racial penalty to bluff, diplomacy, perform, and gather information checks. +2 racial bonus to intimidate. CR:-1 LA:-1(-2?) Sample Deformed Creature (Hamface the Bugbear) Medium Humanoid(Goblinoid) HD:3d8(13hp) Init:+0 Speed:30ft AC:15(+2natural,+2leather armor, +1 light wooden sheild) BAB/Grapple:+2/+3 Attacks: Morningstar+4 melee (1d8+1) or javelin +3 ranged (1d6+2) Face/Reach:5ft by5ft/5ft Special Attacks: Hideous Special Qualities: Darkvision 30ft, scent Saves:Fort-2,Ref+3,Will-1 Abilities:Str13,Dex10,Con11,Int8,Wis8,Ch a9 Skills: Climb+2, Hide+1, Move Silently+2, listen+2, spot+2 Feats: Alertness, weapon focus(morningstar) ______________ Climate/Terrain: Temperate Mountains Organization: Solitary, gang(2-4), or band (11-20 plus 150% noncombatants plus 2 second level sergeants and 1 leader of 2nd-5th level) CR:1 Treasure: Standard Alignment: usually chaotic evil Advancement: By character class LA:+0 Hamface earned his nickname when he was ambushed and tortured by a group of kobolds. He woke up bleeding and aching with a monstrous headache, and vowed to hunt down and kill the little monsters who did this too him. His body is criss-crossed by scars and occasional patches of infection. His skin is looseand baggy, his once-bulging muscles having receded and organs waisted away. His head is roughly the same texture, shape, and color of a large slab of pig meat, with a depression on his forhead where the exposed bone completes the simulation that gives him his psuedonym. He decided one time that he would go by his original name again only when he slew his tormenters, but he has now forgotten what it was. Combat: Hamface is particularly ill-tempered and bellicose, even by bugbear standards, and his brain damage has reduced the ability to tell when it would be a good idea to flee instead of fight. Hideous(ex): Creatures suffer a -1 morale penalty to their attack rolls against hamface. |
| R.M.G.C.L.F.09-09-05, 06:45 PM | Bump |
| dok09-09-05, 07:48 PM | Why the bump? You didn't ask for feedback, or post any questions... Why make this template at all, really? It seems like a lot of work to apply to a creature (changing speed, natural armor, natural attack damage, all ability scores, saving throws, and getting additional penalties to most skills) all for a net -1 CR. Seriously. This template requires that just about every line in the stat block be rewritten, except for Face/Reach. That's a ridiculous amount of labor for such a negligible gain. Furthermore, "deformed" is a pretty broad category, covering a lot of ground. It coudl mean physical or mental or both, but not necessarily. Not all deformities are negative; overdeveloped muscles (+2 str) could twist a creature's form and posture (-4 dexterity) while bulging, goggling eyes might grant wider vision (+2 Search, cannot be flanked) but not focus well on faraway objects. (-2 to Spot & ranged attacks) Rather than do that, this template just says 'subtract 1 from everything, and more from some social stuff...' It's flavorless & without style. Why would a DM want to use this template over something that offers more distinct features and better mechanics? I'd rather see a Deform template that lets the DM choose from a "suite" of deformities. Something like: Deformities: choose one or more options from below how the creature is deformed: *Overdeveloped Muscles: +2 Strength, but -4 to dexterity. *Deformed Hands: Increase Claw or Unarmed strike damage by one step; the creature cannot use weapons or held items, and suffers a -4 penalty to Climb, Disable Device, and Sleight of Hand checks, along with any similar skills. *Distorted Eyes: gain darkvision 60' or +30' to existing darkvision, +4 to Spot & search, and cannot be flanked. However, in sunlight or brighter, the creature is treated as blind and cannot see. *Hardened Skin: Increase Natural armor up to +3; gain a special Natural Armor Check equal to that increase; this stacks wth any existing Armor check penalties. *Frightening Appearance: Creatures who look at the subject must roll Will saving throws (DC 10+1/2 HD + Charisma mod) or be shaken for the duration of the encounter; creatures who make their saving throws are immune to this effect for 24 hours. The creature suffers a -6 penalty to all Charisma-based skills except for Intimidate and Use Magic Device. You can still have a "negative template" where the costs outweigh the benefits, but this is at least somewhat interesting. You could go further, adding new attack forms (a distorted mouth that grants a Bite attack, but prevents any sort of intelligible speaking, including spellcasting) but you see the basic idea... |
| R.M.G.C.L.F.09-09-05, 08:10 PM | I mostly chose deformity as a name. As far a I knew it's the only template theat reduces CR. I didn't specifically ask any questions, but I was hoping for advice on the balance and CR. |
| savant_warlord1311-20-05, 10:03 AM | Why is there no charisma penalty? |
| R.M.G.C.L.F.11-20-05, 06:05 PM | Because out of mind and body, the one thing I thought this template should leave untouched is the soul, andcharisma is a measure of spiritual strength. |
| savant_warlord1311-20-05, 06:07 PM | I thought that was wisdom, which is why clerics use wisdom to cast their spells |
| R.M.G.C.L.F.11-20-05, 08:04 PM | No, wisdom is more insight and attuneness with one's surroundings. Cleric's used wisdom to cast spells because its like their moral-ethical IQ and ability to understand the outer realms, but they use charisma for turning and most "force of will" things. |